Aetheral

Magic

Mar 16th, 2017
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  1. Magic.
  2.  
  3. The act of magic, is innately tied in to the presence of mana. Manipulating mana, produces an effect. The process, takes the name magic. The way magic is cast, is through spells, but that is obvious enough. Some races have unique gimmicks, pertaining to the magic related to them, but nevertheless, there is a big distinction, that most people take in mind, when discussing magic.
  4.  
  5. In one hand, Mysticism, the production of magic through one's own effort and mana, and Weaving, that is, the same process, except reliant on the power of other forces, or beings, or even rituals. Mysticism, as a field of magic, is available to Humans and Exalts. Other species aren't fit for it, as it seems.
  6.  
  7. Weaving, on the other hand, can be used at large by any species. It just depends in having the correct type of it. Something to note, is that most Sorcerers develop their own type of Mysticism, even if basic, very well know schools exist. These will be discussed below, as well. Weaving, on the other hand, is less variable, in the sense that one would have a much harder time making up their own brand of weaving.
  8.  
  9. But the window of selection for types of Weaving is pretty vast, whereas in Mysticism one has few starting options, but can follow up with customizing them in their own manner.
  10.  
  11. There is also "Other" Magic. Again, they will be expanded on further.
  12.  
  13. Mysticism Basic Schools:
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  15. "The core of Mysticism is the self-reference. Inward focus, and understanding of how one's magic works, is the very foundation. And then, there are the three directions. Arcanism. Naturalism. Evocation. A Mystic, is someone who lays his foundation, and then builds using only these three materials, but is at the same time capable of creating wonders that the world will marvel at for ages to come, growing no closer to understanding this complex, born out of frightening simplicity" - Words of some ancient, legendary Mystic whose name is lost to history.
  16.  
  17. Mysticism's base is metamagic. How spells work, and how to manipulate them. Seeing how spells can be empowered, weakened, quickened, made more or less efficient, imbued with different traits, merged, etc. It is said, every great Mystic (or prospective great Mystic) understands Metamagic, and in turn, spell-casting itself differently, and all of these interpretations are correct.
  18.  
  19. Mysticism begins with metamagic. Understanding, of the process of spell-casting, as well as the meaning of magic, allows one to alter spells in any manner they wish. It is spoken of, that every great Mystic, has their own individual understanding of how magic works, and what magic is. As long as they are well founded, all interpretations are correct.
  20.  
  21. Then, there are the three "types" of Mysticism. Arcanism, which involves using mana in it's base form, and then producing a number of effects, through sheer force of magic, runes, or rituals of any sort. Naturalism, which involves using Ambient mana, to a great extent, imbuing it in parts of the physical world, and using it to your advantage. The most well known form of this, is elemental magic. Evocation, lastly, is the one closest to Weaving. Calling upon something, generally a being, to do your bidding. Evocation can also involve calling upon something abstract, and in many cases does indeed overlap with or outright becomes Weaving.
  22.  
  23. Weaving, on the other hand, is a different matter. Each form of belief, has a form of Weaving attached to it as a start, but it is not limited to that. Contracts with powerful beings, or conducting a ritual to honor something, or someone, might grant one Weaving based magic. Below, some of the most common types will be listed.
  24.  
  25. Essence Weaving.
  26.  
  27. "The Essence, is what gives the Pilgrim power. He understands at his heart, lies the essence of life, fire. He understand that his eyes bear the essence of foresight, ice. He sees that the gut holds the essence of change, thunder. Unlocking the Essence, gives the Pilgrim access to the power to reach the Garden of Bounty. At first, with just one Essence, the Pilgrim is advices to take the first step on their journey, and manifest the raw power of that essence.
  28.  
  29. With the second essence, the Pilgrim grants a whole new world of power. He can mix the essences, at different quantities, and produce different effects, or spells. So far, we have not seen anyone with more than three Essences. But certainly, we will in the future. What I fear, is the need for stronger bodies. Most Pilgrims who have three Essences, often suffer damage to their body, because our Weaving is channeled from the Essence, which lies in the Body and Spirit. Hence, it passes through said body and spirit, at great speed and force, possibly damaging it. Thus, a strong body, and strong spirit is required to maintain this form of Weaving.
  30.  
  31. May we all, live to see the day we climb to the Garden. May our souls become light." - Fragment from the writings of The Faithful.
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  33.  
  34. Virtue Weaving.
  35.  
  36. Weaving based around the many virtues of the belief system of the Colossal Bastion. Originally, a strict doctrine determining what each Virtue could grant someone, in terms of powers. But with the times that have come, everyone is discovering new Virtues, and interpreting the powers derived from them as they wish. Some say the Virtues have actual physical embodiments attached to them.
  37.  
  38. Generally, people rely on a small number of Virtues to power themselves. As it appears, the less Virtues one bases their power on, the stronger and more priority it has.
  39.  
  40. Light Weaving.
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  42. The Woven-taught are perhaps the ones with the loosest sense of beliefs, for they simply believe, because they need a purpose. But as a type of Weaving, it pays off. Their power involves the production of pure light, fire, lightning, and generally most things that produce light. Sometimes, raw force, used to push, pull, pr fling in any way, as well as barriers, healing, and cleansing effects form the basis of this generic, yet effective form of Weaving.
  43.  
  44. Song Weaving.
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  46. Weaving based on the followers of the Ancient Song, and cast through musical instruments, and no other form of item. The followers of the Song, believe in the existence of three chief beings. One, an embodiment of war (especially victory in it) as well as all manner of weather. A second, embodiment of the sun, conquest over hardships, fire, the hearth, partings, as well as separation of any kind, and a third, a being of two aspects, one watching over the surface of the earth, and another for what is underneath.
  47.  
  48. There are other beings in this "pantheon" of sorts, but those are far less known to the world at large, and even to some of the Song's own followers.
  49.  
  50. -------/-------
  51.  
  52. Alchemy.
  53.  
  54. Alchemy requires very little mana, and thus, everyone can do it. Alchemy requires several things. Mainly, a liquid base (water is used almost all the time), reagents, as well as a rune. The reagents are prepared/treated, according to a specific recipe, and then mixed in with the liquid base. Other processes might be needed, before the rune is cast onto the vessel where the mixture is thrown in. The rune brings out the magical properties of the created potion, and is what makes them ACTUALLY magical. These runes take very little mana, as mentioned.
  55.  
  56. Most Alchemists keep their recipes in a book. Experimenting, with reagents and runes, while sounding fun can also be dangerous (but it can also be fun). Most pf the products are in potion form, although gases do exist. Solids/gemstones are a...known, product, but of a different type of Alchemy.
  57.  
  58. -------/-------
  59.  
  60. Incarnate Magic/Seed Weaving.
  61.  
  62. Incarnate's who use magic, that doesn't fall under innate abilities, they posses by virtue of being Incarnates (a water elemental's ability to control water for example), is classified as a form of Weaving, and hails from the Seeking of the Seed, as well as the rites and veneration of certain obscure, and reclusive Anima. It generally involves calling upon the power of nature, plantlife, animals, as well as certain shapeshifting and transformation based abilities.
  63.  
  64. Sometimes, weather related or totemic based sorceries can be found, but these are nevertheless, quite rare. Part of the spirit based magic of their, involves how they communicate, or perceive the world.
  65.  
  66. -------/-------
  67.  
  68. Draconic Magic.
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  70. Sorceries of the Dragons, powerful beyond all else. Characterized by long term effects, contract-like effects, a degree of equivalent exchange, that can nevertheless be cleverly bypassed by those who are deft enough to do so, priority over most other spells, as well as a vast array of enchantments, this is a rather rare type of magic, oft considered to fall under Weaving, courtesy of the Dragon Sages.
  71.  
  72. Surprisingly, it is where permanent enchantments of objects (such as weapons) comes from, as well as enchantment using the mana from one's own soul. But who would be both, brave and foolish enough to try that last bit?
  73.  
  74. -------/-------
  75.  
  76. Branded Magic.
  77.  
  78. Schools of magic deemed forbidden, and each provided an unique symbol, that denotes them as such. Using it, without having said symbol somewhere with you, or close to you will bring terrible afflictions and adverse effects to the user. Having the symbol, certainly lessens them, but also makes it quite obvious that they are utilizing very explicitly forbidden sorcery.
  79.  
  80. Nevertheless, it's influence cannot be denied. Most, would blame it for the soul-illness that turns men undead too.
  81.  
  82. Soul Magic.
  83.  
  84. Magic pertaining to the manipulation of the Soul. Strictly forbidden under any account, said to be the magic that created the Golems, somehow. Oft, credited with the creation of the Undead as well as necromancy, and many other, darker fields.
  85.  
  86. Soul Alchemy.
  87.  
  88. Alchemy, where the base is not a liquid, but a soul. The end result always involves the soul crystalizing. A Branded type of Alchemy. The effects of it are unknown, for their recording is not allowed. Recipes too, involving Soul bases, are burnt.
  89.  
  90. Avatar.
  91.  
  92. The Sorceries practiced by the Fiends. Barely anyone, even among their race, knows how to cast them, or what they really are. Non-Fiends inquiring on it's nature, have often found themselves imprisoned, at best, or even dead.
  93.  
  94. -------/-------
  95.  
  96. Other types of Magic, unclassified and largely a mystery, with only shreds pf their existence recorded.
  97.  
  98. Celestial Magic.
  99.  
  100. Magic revolving around the manipulation of things such as time, space, energy, gravity, matter etc. If it exists, to this day and age, then it's effects would be truly devastating in the wrong hands. Luckily, it probably doesn't.
  101.  
  102. Fate Magic.
  103.  
  104. Magic involving the manipulation of fate, destiny, the preset flow or events or whatnot. Both difficult to understand, and record, as it is extremely subtle and leaves no mark of it's casting. Very likely nonexistent too.
  105.  
  106. Ancient.
  107.  
  108. Ancient magic, is... Difficult to define. Apparently, it is much like normal magic, except many times stronger, and with other perks attached. Seems to be only usable by people with a specific type of Mana, but what this type is, remains unknown.
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